Don't nerf destruction. I'm still waiting for the day I get TA and can spam it.
Leradyn.
Viravain, Lady of the Thorns shouts, "And You would seize Me? Fool! I am the Glomdoring! I am the Wyrd, and beneath the cloak of Night, the shadows of the Silent stir!"
Don't nerf destruction. I'm still waiting for the day I get TA and can spam it.
Leradyn.
Lyradin
Lyradinlach.
Viravain, Lady of the Thorns shouts, "And You would seize Me? Fool! I am the Glomdoring! I am the Wyrd, and beneath the cloak of Night, the shadows of the Silent stir!"
Isn't this a bit far afield of the whole overhaul discussion? Not the names, which are awesome, but destro-nerf 2014? Not trying to play forum police, but the last however many pages have zip to do with new combat system.
1
Cyndarinused Flamethrower! It was super effective.
Well considering there is no current information about the overhaul, everything would be off topic.
And for those (like me) who are curious, here it is:
ANNOUNCE NEWS #2324 Date: 4/9/2014 at 16:11 From: Ieptix the Anomaly To : Everyone Subj: Overhaul Updates
I've just pushed live a large Overhaul-related update. Have fun!
...
Oh, you wanted details? Well, fine, here they are:
- Music has been rewritten from the ground up. Functionality is largely the same as before, with the main impetus here being to clean up the code and make future changes simpler, but a few syntaxes are different (notably for composition - the root verb is now COMPOSITION instead of COMPOSE, amongst a few other things - see the relevant AB files for info), and some abilities had their effects changed (slightly, for the most part).
- Wildarrane and Shadowbeat have been overhauled, with shells Taenkak and Glossidess possessing the skills.
- Pending updates to a number of other systems, there are a handful of abilities that are either not implemented, or are partially implemented. In most cases, these are either due to reliance on movement, some types of maluses (e.g. vitals draining), passives that possibly provide multiple levels of buffs (e.g. with Loralaria gems), or are dependent on other skills being overhauled.
---
Following this, as hinted above, I will be doing an audit/update of all overhaul-related code, with goals including code simplification/cleanup,
bugfixing, consistency, enhancements, and fleshing out those abilities that aren't fully implemented. Following that, I will be moving on to overhauling some general systems, such as movement (because I am insane). Once that is done, other skills will be on the chopping block, as it were.
Thank you for implementing the Periodic, Active, Passive notes in the AB files, @Ieptix.
Viravain, Lady of the Thorns shouts, "And You would seize Me? Fool! I am the Glomdoring! I am the Wyrd, and beneath the cloak of Night, the shadows of the Silent stir!"
The COMPOSE ->COMPOSITION change is good. Can we get a similar PERFORM->PLAY change for all the non-dramatics abilities that use PERFORM currently?
For the music specs, I can probably come up with a different command for starting songs, though it won't be PLAY, since then I'm just overloading a different verb. Anything else using the PERFORM command will be decided as they come up in the overhaul.
Do these new changes mean progress will be more rapid? I didn't know we were recoding the overhaul, thought the overhaul WAS a recoding!
You are truly a masochist Ieptix XD
As an aside, the concerns we've given are all still there, but we released two new shells. So this announce didn't change anything on our end that I can tell other than new verbs. Again though, this might mean rapid development and shiny things!
Having all the bard classes out is a good start. Overhauling the overhaul is a great thing to do, too. If the bugs get fixed and playerbase testing gets under way, there'll be more things to discuss and improve on, eventually.
Also, something of relevance from Achaea. The important part is bolded and made big below:
Achaea said:
ANNOUNCE NEWS #4103
Date: 04/09/2014 at 19:06
From: Tecton, the Terraformer
To : Everyone
Subj: Curing
Achaea's combat system offers an unprecedented level of depth, providing
multiple layers of afflictions and ailments. While this makes it
enjoyable, it can also make it difficult to get started in.
Most MUD clients provide the functionality to have triggers and logic to
help with this, but it's a massive barrier for people who have no
familiarity with programming. We want people to enjoy the game without
feeling the need to spend exorbitant amounts of time tinkering with a
triggers, aliases, and all the behind-the-scenes stuff just to enjoy
large parts of Achaea. Massive props go out to people like Larkin,
Vadimuses, Carmain, and the many others who've made client-side systems
over the years to aide in this, but it's time we levelled the playing
field and reduced the reliance on external factors.
As of today, we're pleased to announce that we've introduced a
server-side curing system that will provide a fully-functional method of
handling curing.
Now, before we go too much further, we have not gone and made
afflictions irrelevant! The system is designed to mimic having
client-side curing, so it functions with what we deem to be average
latency, and is not a perfect curing mechanism, but it should work for
most people who just want the basics. For those seeking to compete in
the upper echelons, there is some customisation available, or you're
still free to use your own client-side systems. There's no mechanical
advantage to using server-side curing vs. client-side curing (with the
exception of illusions, see below).
So without further ado, we present HELP CURINGSYSTEM!
We hope you enjoy this change, allowing greater choice in how and where you play Achaea.
Regarding Illusions
-------------------
One of the most limiting factors in making combat more accessible to
everyone is illusions, as any efforts to help show people what's going
on would make illusions detectible every time (with today's modern
systems, we gauge the efficacy of affiction combat illusions to be very
low (10-15% success rate). At the end of the day, we decided that for
the good of the game, the reliance on them as a mechanic had to go.
In short, the server-side curing cannot be "fooled" by affliction
illusions. You can still successfully illusion defensive manoeuvres such
as shielding, etc. to misdirect your opponent.
To compensate, we've sped up serpent's BITE speed, and over the coming
weeks with classleads and upcoming changes with tradeskills and
multiclass, there's a lot more in store.
Penned by My hand on the 12th of Mayan, in the year 651 AF.
As of yesterday, Achaea unveiled its server-side curing, making 3/5 IRE games with this feature. Will Lusternia join this trend, and if so, would it be possible be included in the overhaul?
Firstaid actually works well enough. It's not optimal, and it's hardly supposed to be. There's more work to be done on it, obviously, there was a thread some time ago that discussed possible additions and suggestions, but it got put aside, obviously, for the overhaul.
Making the lusternian system actually handle affliction curing outside of the arena would be something we'd want to do after the overhaul, I'd say.
If the server-side curing were ever to become as effective (or more effective, given the removal of latency issues) as client-side systems, I think many people would leave the game to find new challenges.
I think you are over-reacting somewhat to this; I feel more people would join than leave, simply due to no longer requiring the purchase of a third-party package. Especially if (as done with the others) some latency is left in so as to ensure that it does not become the be-all end-all option, leaving those who want to invest the time and energy with the ability to still outperform (especially since they can adjust priorities and make fixes on the fly).
Really, to me it would be even better if the automated curing was implemented and then the algorithm used was published so that anyone interested can review it / lift it / repurpose and tweak it as desired on a client-side system to make it personalized for one's own needs. There will always be room for improvement, no server-side-curing option will ever be updated or maintained like the client programs are.
It's not an over-reaction, except perhaps the use of "many." It's just my biased opinion.
It's always seemed to me that there are far too many unintended side effects from the interaction of afflictions, abilities, etc, and the coders simply cannot feasibly test all scenarios or even know them as well as the top combatants do. This is part of what makes curing and surviving so complicated: the near-infinite combinations. Any effective algorithm that would be developed and published would likely be useless to a majority of players, though undoubtedly interesting.
Just like many people have left the other three IRE games, Iasmos? I won't bore you with links to the Imperian forums with the same talking points that you have, but they're there. And, last I checked, their population is about as healthy as ours, no one's crying about combat being dumbed down (at least, they're a very small minority), etc. For folks that aren't capable of coding a system, having curing built into the game isn't a terrible thing. And, much like Garrynbot has been set up to not cure perfectly, I imagine any autocuring implemented in Lusternia would be similar.
Would I swap to automated curing if it came out tomorrow? Nope. I like m&m and the plethora of information and options that it makes available to me. But for Shadowdancer midbie #276, who wants to get involved in domoths/revolts/brawls up on Faethorn but doesn't have the in-game or real life cash to drop on m&m? I'd be just fine with them getting to roll with a good baseline curing system. As much as I Tulemrah for putting medic out there, that just doesn't really cut it beyond keeping you alive while bashing.
Treant probably did more to keep players around rather than driving them away. It was certainly a huge factor in getting me back into Lusternia when I likely would have just quit otherwise.
I imagine server curing would have the same effect so long as it isn't the end all be all of curing.
Comments
If I got TA I'd be..Thain. THAAAAAAAAAAAIN!!!
Well considering there is no current information about the overhaul, everything would be off topic.
ANNOUNCE NEWS #2324
Date: 4/9/2014 at 16:11
From: Ieptix the Anomaly
To : Everyone
Subj: Overhaul Updates
I've just pushed live a large Overhaul-related update. Have fun!
...
Oh, you wanted details? Well, fine, here they are:
- Music has been rewritten from the ground up. Functionality is largely
the same as before, with the main impetus here being to clean up the
code and make future changes simpler, but a few syntaxes are different
(notably for composition - the root verb is now COMPOSITION instead of
COMPOSE, amongst a few other things - see the relevant AB files for
info), and some abilities had their effects changed (slightly, for the
most part).
- Wildarrane and Shadowbeat have been overhauled, with shells Taenkak
and Glossidess possessing the skills.
- Pending updates to a number of other systems, there are a handful of
abilities that are either not implemented, or are partially implemented.
In most cases, these are either due to reliance on movement, some types
of maluses (e.g. vitals draining), passives that possibly provide
multiple levels of buffs (e.g. with Loralaria gems), or are dependent on
other skills being overhauled.
---
Following this, as hinted above, I will be doing an audit/update of all
overhaul-related code, with goals including code simplification/cleanup,
bugfixing, consistency, enhancements, and fleshing out those abilities
that aren't fully implemented. Following that, I will be moving on to
overhauling some general systems, such as movement (because I am
insane). Once that is done, other skills will be on the chopping block,
as it were.
Making the lusternian system actually handle affliction curing outside of the arena would be something we'd want to do after the overhaul, I'd say.
Really, to me it would be even better if the automated curing was implemented and then the algorithm used was published so that anyone interested can review it / lift it / repurpose and tweak it as desired on a client-side system to make it personalized for one's own needs. There will always be room for improvement, no server-side-curing option will ever be updated or maintained like the client programs are.
I imagine server curing would have the same effect so long as it isn't the end all be all of curing.